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dc.contributor.authorZhou, Junen_US
dc.contributor.authorBoonstra, Janen_US
dc.contributor.authorKosinka, Jiríen_US
dc.contributor.editorPeter Vangorpen_US
dc.contributor.editorMartin J. Turneren_US
dc.date.accessioned2022-08-16T08:51:36Z
dc.date.available2022-08-16T08:51:36Z
dc.date.issued2022
dc.identifier.isbn978-3-03868-188-5
dc.identifier.urihttps://doi.org/10.2312/cgvc.20221167
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/cgvc20221167
dc.description.abstractSubdivision is a method for generating a limit surface from a coarse mesh by recursively dividing its faces into several smaller faces. This process leads to smooth surfaces, but often suffers from shading artifacts near extraordinary points due to the lower quality of the normal field there. The idea of subdivision shading is to apply the same subdivision rules that are used to subdivide geometry to also subdivide the normals associated with mesh vertices. This leads to smoother normal fields, which in turn removes the shading artifacts. However, the original subdivision shading method does not support sharp and semi-sharp creases, which are important ingredients in subdivision surface modelling. We present two approaches to extending subdivision shading to work also on models with (semi-)sharp creases.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCCS Concepts: Computing methodologies → Rendering; Shape modeling
dc.subjectComputing methodologies → Rendering
dc.subjectShape modeling
dc.titleSemi-Sharp Subdivision Shadingen_US
dc.description.seriesinformationComputer Graphics and Visual Computing (CGVC)
dc.description.sectionheadersComputer Graphics
dc.identifier.doi10.2312/cgvc.20221167
dc.identifier.pages13-17
dc.identifier.pages5 pages


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